# connected_seconds() fails for not-yet-connected folks

"Seth I. Rich" (sir@po.cwru.edu)
Tue, 11 Jun 1996 03:12:35 PDT

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    >>I'm using an unmodified LambdaMOO-1.8.0p5, and I'm examining a not-yet-
    >>connected fellow, say #-20, who shows up in `connected_players(1)' and
    >>whose idle time I may see with `idle_seconds(#-20)', but I get E_INVARG
    >>when I try to view `connected_seconds(#-20)'.  This isn't right, right?

    >Okay, to rephrase your message:
    >You're looking at an unconnected player, and you check their
    >connected_seconds().  Why does it return E_INVARG?  They're not connected!
    >Connected_seconds() starts when they get the '*** Connected ***' message.
    >Because of this, on a lagged MOO, people may have a higher idle time than
    >connection time.

    It's inconsistent for idle_seconds() to work and for connected_seconds() not
    to work.  A negative object -is- connected; it's not -logged-in-.  I've looked
    at the server code (shudder) and I can't see why connected_seconds() is
    bombing this way.  (All my attempts to fix it turned to yucki, too.)

    The Programmer's Manual has this to say on the matter:
     - Function: int connected_seconds (obj PLAYER)
     - Function: int idle_seconds (obj PLAYER)
         These functions return the number of seconds that the currently-active
         connection to PLAYER has existed and been idle, respectively.  If PLAYER
         is not the object number of a player object with a currently-active
         connection, then `E_INVARG' is raised.
    ... which implies to me that, since idle_seconds() works, connected_seconds()
    should also work.  So nyah.

    Seth / Blackbriar
    ----------------------------------------------------------------------
    Seth I. Rich - sir@po.cwru.edu
                                     There is nothing more precious than
    Rabbits on walls, no problem.    a tear of true repentance.